This file is the ESMS manual/bible/manuscript (or whatever other smart name you can make up for it). It contains descriptive information about the ESMS program and it's virtually impossible to start using ESMS w/o reading it first. ******************************************** ****** Section 1: General information ****** ******************************************** 1.0 BRIEF HISTORY ----------------- The program was created by me (Eli Bendersky) and Igor Oks. We started our soccer play-by-email way in 1998 in a fantasy league called WWISL, which used spreadsheets to 'run' games. This was extremely cumbersome and time consuming, and the league fell apart short after starting. But the people who participated in WWISL were left with the feeling that this kind of a game may be successful. Shortly after the WWISL fell apart, David Austin and myself, formerly WWISL players, teamed up to create a new play-by-email league, calling it the Global Internet Soccer League (GISL). The GISL used a program named MSWL, which was created by Allan Sellers to run its games, and had 30 participants (team managers). GISL went through all the difficult phases of a start-up league, but managed to survive, and ran very successfully for 3 full seasons (a bit longer than a calendar year). However, over that time, the league developed some unique needs and features that weren't covered by MSWL, and were handled manually. This is about the time when we (my humble self and Igor) decided to create a program of our own, which will both answer the unique needs developed in GISL and be an improvement of MSWL. We took our time during a break we had in our University studies and in about a month created the basic skeleton of ESMS. It then took a couple of months of much less intensive work to create the final form of the main (game running) program and the other components, and ESMS was released in early 1999. For the record, the first official ESMS game was run on April 10th, 1999, in a test league we arranged with some friends to test the program. The GISL started to use it almost immediately after release, and it didn't take much time for other leagues to pop-up using this program. Today, ESMS is widely used in dozens of leagues, by thousands of managers from all over the world. Starting with about half a year after the release, Igor has other, more important duties to devote his time to, and since then only I offer support for ESMS, release updates, fix bugs, add features etc. You can contact me by email at spur@cyberdude.com 1.1 WHAT IS ESMS ? ------------------- The ESMS program is a soccer management simulator for play-by-email games. A play-by-email (PBEM) soccer game usually consists of an administrator, who runs the league, and managers, each managing one or more teams in the league. The game is a PBEM version of many famous management games, like the Premier Manager, Ultimate FIFA manager, and of course the great Championship Manager series. However, it only consists of the league running part, which includes running a game between two teams using their rosters and team sheets (see below for details), updating the rosters using the after-game stats, and updating the league table, using the results. All other aspects of soccer management, eg. Player Transfers should be decided upon by each league for itself. These aspects are easy to handle and need no computer programs. ESMS was not written with any specific league in mind, but with a possibility for many uses and different ideas, using the same game engine. It is important to note that whoever uses this program, must understand the rules of soccer and know how is it played. 1.2 WHAT SHOULD YOU DO IN ORDER TO USE ESMS ? --------------------------------------------- A simple answer to this question: nothing, just download it. A longer answer: I believe in the idea of free software. Free not only in the sense of "no money" but in the sense of "fully available for anyone willing to get it, or it sources". You can read more about these ideas on the FSF (Free Software Foundation) website at www.fsf.org Therefore, ESMS is allowed for free, under the very lenient GNU Private License (I hope you didn't forget to read the license.txt file)... Shortly, it means you don't have to pay for ESMS and you can freely redistribute it. Moreover, if you want to see the source code of ESMS (mixed C and C++ code), ask me and I'll send it to you. So lets go back to the short answer: just download the program and use it for your pleasure. 1.3 WHAT IS THIS HELP FILE ABOUT ? ---------------------------------- 1.3.1 This file explains all the concepts of ESMS, to both the managers and the league administrators. Therefore, it is absulotely compulsory for everyone who is interested in the game to read this file from the beginning to the end in order to understand how ESMS works and all its aspects in detail. There is another help file, made especially for the administrator, which explains in detail how to run the league and how to use all the supplementary programs ESMS offers. 1.3.2 This file is divided into sections, which are divided into paragraphs. There are many references from one paragraph to another in the file, and it is easy to use. If you want to find specific topics you can try searching by keywords, eg. "injury", "ability", "tackle" etc. ***************************************************** ****** Section 2: Fundamental concepts & terms ****** ***************************************************** 2.0 HOW IS A GAME PLAYED ? -------------------------- 2.0.1 A team in ESMS is represented by a "roster". A roster is a text file in a special format, which includes all the players of the team and their attributes. 2.0.2 A "team sheet" in ESMS is a text file which includes orders for the game for each team. These orders include the list of 11 starting players, 5 subs and various commands for the program. The teamsheet is basically the instructions each manager gives to his team before the game. More on this in section 3. 2.0.3 To play a match each manager has to send the league administrator a teamsheet with instructions for the match. The administrator must have the rosters of the participating teams. It is very important to note here that the game is not run in "real-time", but all at once. Meaning that a manager can't interfere on a specific minute and tell the administrator to substitute a player or change tactic. The manager's work is concluded by sending a teamsheet with instructions to the admin. All these instructions are included in the team sheet sent by the managers in the correct format, the program reads these insctuctions and implements them during the game. After the game is finished, the program generates commentary file for the game and the admin sends it to the managers of the playing teams. The commentary files are discussed in further detail in section 5. Then, the adminn uses the various supplementary tools of ESMS to update the rosters and the league table. 2.1 ROSTERS & PLAYERS --------------------- If you look at a valid roster of ESMS, you will see a header line and a list of players with a lot of numbers near them. This section will explain exactly what each number means. Lets take an example line from a roster file: Name Age Nat St Tk Ps Sh Ag KAb TAb PAb SAb Gam Sav Ktk Kps Sht Gls Ass DP Inj Sus ------------------------------------------------------------------------------------------- N_Amoruso 22 ita 2 4 6 10 26 300 420 550 690 5 0 2 4 12 4 0 8 0 0 2.1.1 Name: The name of the player. It's recommended not to create names longer than 12 characters. The name of a player mustn't include spaces, it is common to use underline '_' symbol instead (placing the first letter of the first name separated by '_' from the rest, ie. M_Owen or A_DelPiero). 2.1.2 Age: Player's age. Each league sets different rules for player aging. The league may decide that each season each player is getting older by one year, etc. The age is placed in the roster with no use for the game running program and needed only for statistics and rules set up by each league. 2.1.3 Nat: Player's nationality, abbreviated in 3 characters. As the age, it is not used by the game running program and placed in the roster only for statistics. These three attributed were mostly for statistics, and didn't really have any meaning to the program (except of maybe the name, which must be the same in the roster and in the teamsheets, to let ESMS recognize which players a manager wishes to use in a game). The rest of the attributes are used and changed by the program. This is the right place to say that in ESMS the player has no predifined position, and it is up to the manager to decide, depending on the player's skills, where he want the player to play in each game. A player can play as a goalkeeper (GK), defender (DF), midfielder (MF) or forward (FW). Now we'll move to the next attributes: [same player pasted here to avoid hectic scrolling] Name Age Nat St Tk Ps Sh Ag KAb TAb PAb SAb Gam Sav Ktk Kps Sht Gls Ass DP Inj Sus ------------------------------------------------------------------------------------------- N_Amoruso 22 ita 2 4 6 10 26 300 420 550 690 5 0 2 4 12 4 0 8 0 0 2.1.4 St: Is the player's shot-stopping skill. In other words, his goalkeeping skill. For the best performance, the manager has to place the player with the highest St as the goalkeeper. Of course the manager is not obligated to do so, and it is up to him to consider. 2.1.5 Tk: Is the player's tackling skill. Mostly used by players playing in the defense. 2.1.6 Ps: Is the player's passing skill. Mostly used by players in the midfield, for creating opportunities and assisting goals. 2.1.7 Sh: Is the player's shooting skill. It defines the player's skill to shot to goal and reach these shooting chances. Note: From what you can see on the player in the example, his highest skill is shooting. Therefore this player will perform his best as a forward. Of course he can play in any position if needed, even as goalkeeper, but his contribution will be worse than as a forward. 2.1.8 Ag: Is the player's aggression. The aggression of a player doesn't change, it stays the same for his whole career. In ESMS the aggression is a value between 1 and 100 and it defines how aggressive a player plays. More on aggression can be read in paragraph 4.3.1 2.1.9 KAb, TAb, PAb, SAb: Player ability for each skill. A number ranging from 0 to 1000 and can affect the player's skills. Abilities vary from game to game depending on the player's performance. 2.1.10 Gam: Simply the amount of games the player played. If the player participated in a game, even if he played a single minute, it will be counted as an another game when the admin runs the roster updating tool. 2.1.11 Sv: The total amount of saves the player made. Only if the player played as a goalkeeper he can make saves. 2.1.12 Ktk: The total amount of key tackles the player made to stop scoring opportunities. Usually defenders will make the highest amount of tackles, but midfielders and forwards tackle sometimes too. 2.1.13 Kps: The total amount of key passes made by the player to create goalscoring opportunities. 2.1.14 Sht: The total amount of shots to goal taken by the player. 2.1.15 Gls: The total amount of goals scored by the player. 2.1.16 Ass: The total amount of assists made by the player. 2.1.17 Dp: The total amount of disciplinary points accumulated by the player. Disciplinary Points (DP) are "accumulated" when a player gets yellow/red cards. More on DP in section 4.4 2.1.18 Inj: If a player isn't currently injured, Inj is 0. If a player is injured, it indicates the amount of weeks he can't play. 2.1.19 Sus: If a player isn't currently suspended, Sus is 0. If a player is suspended, it indicates the amount of games he can't play. More on this in section 4.4 Note the difference between "weeks" for Inj and "games" for suspensions... Think about this in "real life" terms: It is common to play league games once a week, with cup games in the middle of the week. A player is injured for a certain amount of time (eg. if he's injured for a week, he'll miss one game in a normal league run, but he'll miss more games if some cup games were played during the week), but suspended for an amount of games. You should keep this in mind while planning your league. 2.2 PLAYER POSITIONS -------------------- As was stated earlier, a player in ESMS doesn't have a pre- defined position. The manager will have to decide where to play a player in a game. The ESMS system has 4 possible positions for players: GK: Goalkeepers, only one GK is allowed to play at the same time DF: Defender MF: Midfielder FW: Forward Each league must decide for itself the restrictions on the maximum and/or minimal number of DF's, MF's and FW's which can play at the same time. 2.3 PLAYERS' "ACTUAL" SKILLS DURING THE GAME -------------------------------------------- As you saw in section 2.1, each player in ESMS has 4 different skills + aggression. These are his "raw skills", and he won't always play with the same skill in a game. An "actual skill", is the players's raw skill after some mathematical operations, which depend on tactics and player's fatigue during the game (more on fatigue in paragraph 4.2.1). In any case, if 2 different players have different raw skills, and they both play with the same conditions in the game (position and the tactic of the team), then the player with the higher raw skill will have a higher actual skill. Aggression of the player stays the same during the course of a game. The "Shot Stopping" (St) ability doesn't change either (affected only by fatigue). How do actual skills depend on player's position ? A player which plays as defender will never use his full shooting potential, as being a defender he will get almost no chances to score. It also depends on the tactic of the team, but it can be generally said that the full raw skill of the player will be preserved only if the player plays on a suitable position. For example if a player with Tk2, Ps4 and Sh10 playing in the defense will have a defensive skill of 2 (it also depends on the tactic, of course), but his actual Ps and Sh will be less than the raw values. Therefore, a player with skills Tk4 Ps3 Sh3 will be more efficient as a defender, despite being a generally worse player than the first one. Players with more than one high skill will be extremely useful as they will be able to perform well in several positions. 2.4 TEAM TACTICS ---------------- Each manager may choose a tactic for his team for a game. The tactic can be changed during the game by suitable instructions in the teamsheets. This is the listing of possible tactics in ESMS: 2.4.1 N: Normal. No specific style of play, just normal game, trying to use all parts of the team in the most suitable way. 2.4.2 D: Defensive. Focusing more on the defense. D is hard to score against, but won't create many opportunities either, it is the most defensive tactic. Midfielders and even forwards will pay more attention to the defense. 2.4.3 A: Attacking. The most offensive tactic. The players try to score as much as possible, effectively neglecting the defense. This tactic may get you to score more goals but also concede quite a few... 2.4.4 P: Passing. The team tries to move the ball quickly using a lot of passes, even when these are not really needed. More players try to help in the midfield to create slow but efficient opportunities. This tactic is more offensive than Normal but less offensive than Attacking. 2.4.5 C: Counter attack. The players concentrate on the defense, while the forwards are waiting for counter-opportunities. This tactic is more defensive than Normal but not as defensive as D. 2.4.6 L: Long Ball. The most intriguing and unexpected tactic. Can easily win a game with some circumstances, and completely fail with other. The midfield is almost unsignificant, as the team tries to defend and reach the forwards with long balls. Thus, this tactic is especially useful for teams with weak midfielders, and against some tactics/formations can prove to be a lethal weapon. Note: Each tactic, except of Normal has some bonuses against some other tactics, which makes the decisions more complicated and challenging. The bonuses table is below. It also includes the 'Bonus type', which tells where is the bonus added. Tactic Against Bonus type ---------------------------------------------------------- Normal (N) None - Defensive (D) Long Ball Defense Attacking (A) Defensive Attack Cnt. Attack (C) Passing & Attacking Attack & Midfield Long Ball (L) Attacking & Cnt. Attack Defense & Attack Passing (P) Long Ball Defense Conclusion: As you can see, the bonuses table is rather complicated, and you can benefit a lot from predicting correctly which tactic your opponent uses. If you aren't certain about which tactic your opponent uses, you can play the Normal tactic, as no other tactics has bonuses against it. Each manager will eventually have some "repertoire" of tactics for every case, when you must win, when you must not lose, etc... 2.5 TEAM FORMATIONS -------------------- ESMS has no pre-defined formations for teams. The formation is simply the amount of DF's/MF's and FW's, so it is clear that a team with 3 defenders, 4 midfielders and 3 forwards plays a 3-4-3 formation. As stated above, the program itself poses no restrictions on the maximal/minimal amount of players in each position, each league must define these restrictions for itself. It is highly reccomended for each league to do so, in order not to have unusual situations, ie. a game between two teams with a 8-1-1 formation can be very boring, and it is doubtful if any scoring opportunities will be created. Each manager decides on his favourite formation either by his players' skills (if for example his team hasn't almost any good forwards, he will prefer formations with fewer players in the attack) or if a manager feels that a specific formation+tactic just "works well" for his team and sticks to it. Tactics and formation are very much linked, not by the program (ESMS doesn't mind which tactic/formation you play) but by the manager himself. It would be, of course, bizzare to play 2-2-6 Defensive, as the formation and the tactic contradict each other. *********************************************** ****** Section 3: Team sheets and orders ****** *********************************************** 3.0 INTRODUCTION ---------------- As was stated before, a manager has to send a "team sheet" for each game. The team sheet includes a list of players and subs for the game, and various "orders" to the program, explaining how to manage the team in different situations. This section describes in detail how to compose a team sheet and presents all the various options a manager has in composing it. 3.1 WHICH "ORDERS" CAN A MANAGER INCLUDE IN THE TEAM SHEET ? ------------------------------------------------------------ Except of the list of players, the manager includes various orders in the team sheet, which are actually the instructions for the game. If a manager learns to use these orders correctly and understands them, they can be an important step to guarantee his team's success. These are the different orders a manager can give, with explanations: 3.1.1 Tactic for the game: The manager gives the program a starting tactic his team will play. See above for a detailed explanation about tactics. 3.1.2 Penatly kick taker: The manager names the primary penalty kick taker for the game. If the player will be unavailable when a penalty occurs (being suspended or injured before that minute) the program will assign a penalty kick taker by itself. 3.1.3 Conditionals: The conditionals are orders to the program, telling it what to do in different situations which may arise in the game. The conditionals depend on the minute and/or the score of the game. The conditional orders are as follows: Change the tactic, substitute one player for another and change the position of a specific player. The conditional orders are given by a set of key words, which will be discussed in detail in the next paragraph of this section. Now, the technical aspect of a team sheet will be discussed, exactly how to write it... followed by examples. 3.2 A TEAM SHEET TEMPLATE ------------------------- Below is a template for a team sheet in ESMS: ````````````````````````````````` [Team name] /* The name of your roster, without the ".txt" extension [Tactic] /* A single character specifying your starting tactic GK [Player name] /* The first player in the team sheet must be a GK [Pos] [Name] /* Here the other 10 starting players are listed, [Pos] [Name] /* instead of [Pos] is written the position, which is [Pos] [Name] /* either a DF, MF or FW, and the player's name [Pos] [Name] [Pos] [Name] [Pos] [Name] [Pos] [Name] [Pos] [Name] [Pos] [Name] [Pos] [Name] [Pos] [Name] /* These are the 5 subs for the game, again their [Pos] [Name] /* position and name are stated [Pos] [Name] [Pos] [Name] [Pos] [Name] PK: [Player name] /* The primary PK taker. Must be one of the 16 listed ! [Odrer] [Arguments...] [Condition] /* [Order] and [Arguments] is [Odrer] [Arguments...] [Condition] /* exactly what do. [Odrer] [Arguments...] [Condition] /* [Condition] is the condition [Odrer] [Arguments...] [Condition] /* for the order exacution. ... /* More info below. ... ... ````````````````````````````````` 3.3 ORDERS AND CONDITIONS ------------------------- Important Note: In the orders, the players are referred not by their names, but by their numbers. The number of the player is simply his position if you count players in a teamsheet from top to bottom. Thus, the GK is number 1, the last player in the opening squad is number 11, the first listed sub is number 12, the last listed sub is number 16, I hope you got the idea We start with the orders and their arguments. There are 3 different orders available: 3.3.1 TACTIC: Agrument - [NewTactic] in a single character, is the order to change the tactic of the team to a given tactic. For example: TACTIC L Switches to long ball when the condition comes true. A manager can include up to 15 conditions on tactic change. 3.3.2 CHANGEPOS: Arguments - [PlayerNumber] [NewPosition]. Tells the program to swith the position of some player to a new position. Place the player number and the new position after the order. For example: CHANGEPOS 11 DF tells the program to swith the player number 11 to defender when the condition comes true. A manager can include up to 15 conditions on position change. 3.3.3 SUB: Arguments - [Pl.OutNumber] [Pl.InNumber] [Position] Tells the program to substitute some player for another, and play the substituter on a given position. The plyers are again referred by numbers, It is important to put the numbers in the correct order. For example: SUB 10 14 FW will substitute the player number 10 to player number 14 and the sub (n.14) will play forward, when the condition comes true. As the rules of soccer state, only 3 substitutions are allowed per team per game. A common mistake is forgetting the [position] argument of this order. You must specify the position, ESMS won't choose it for you. Now the conditions will be explained. The condition comes right after the order in the same line. 3.3.4 IF MIN = [Minute]: Pretty simple here. If the game reached the stated minute, the order will be executed. For example: CHANGEPOS 2 MF IF MIN = 56 will change the position of player number 2 to midfielder on the 56'th minute. 3.3.5 IF SCORE = [Score]: The [Score] argument is a SINGLE NUMBER which stands for the differense in score between your team and the opponent. 2 is leading by 2 goals, -6 is losing by 6 goals ets. For example: TACTIC A IF SCORE = -1 means that the team will switch to attacking tactic if is loses by one goal. 3.3.6 IF BOTH MIN [Sign] [Minute] SCORE [Sign] [Score]: The most complicated and powerful condition in the game. The order exacution can depend both on the score and the minute of the game. The [Sign] argument can be either = , >= or =< which gives this conditional an enormous flexibility. A few examples: TACTIC A IF BOTH MIN >= 45 SCORE =< -1 tells the program to change tactic to attacking if it is later than the 45'th minute and your team is losing by one or more goals. CHANGEPOS 2 MF IF BOTH MIN =< 20 SCORE >= 1 tells the program to switch player number 2 to midfielder if it is earlier than the 20'th minute and your team leads by one or more goals. 3.4 EXAMPLES OF TEAM SHEETS --------------------------- In this section you'll find 2 complete teamsheets, with comments: Example 1 ``````````````````````````````````````` bar /* Team name. The roster is therefore bar.txt N /* Starting the game with a N (Normal) tactic GK R_Hesp /* The first player is always a GK DF J_Guardiola DF F_De_Boer DF M_Nadal DF B_Sergi MF L_Figo MF Rivaldo MF L_Enrique MF R_De_Boer FW S_Anderson FW P_Kluivert /* The 10 field players were listed (formation: 4-4-2) GK Vitor_Baia /* These are the 5 subs for the game MF F_Abelardo DF A_Celades DF W_Bogarde FW Giovanni PK: S_Anderson /* S_Anderson is the primary penalty taker TACTIC A IF BOTH MIN = 55 SCORE =< -1 /* If we're losing on min 55, play attacking SUB 11 16 FW IF MIN = 60 /* Sub player 11 for player 16 on min 60 CHANGEPOS 8 DF IF SCORE = 1 /* If we lead by a goal, player 8 will play DF TACTIC D IF SCORE = 2 /* If we lead by 2 goals, play defensive ``````````````````````````````````````` Example 2 ``````````````````````````````````````` juv /* Team name. Therefore the roster is juv.txt L /* Play long ball GK A_Peruzzi /* First player is a GK DF M_Iuliano DF I_Tudor DF Z_Mirkovic DF G_Pessotto MF D_Dechamps MF A_Conte FW Z_Zidane FW T_Henry FW N_Amoruso FW A_Del_Piero /* Listed the field players. (formation: 4-2-4) GK M_Rampulla MF P_Montero DF C_Ferrara DF A_Tachinardi FW J_Esnaider /* Listed 5 subs PK: A_Del_Piero /* A_Del_Piero will take the penalties SUB 6 13 MF IF MIN = 75 /* Sub pl.6 for pl.13 on the 75th minute TACTIC C IF SCORE = 1 /* As you can see these 3 orders are for the CHANGEPOS 8 DF IF SCORE = 1 /* same condition and tell the program to CHANGEPOS 9 MF IF SCORE = 1 /* switch to 5-3-2 counter attack if leading /* by one goal. ``````````````````````````````````````` ***************************************************** ****** Section 4: Other components of the game ****** ***************************************************** 4.0 WHAT IS THIS SECTION ABOUT ? -------------------------------- This section is to complete the full picture of ESMS, discussion on all other aspects and components of the game, and detailed explanation on some important terms. 4.1 PLAYER'S ABILITY -------------------- 4.1.1 Apart from the 4 skills each player has (St, Tk, Ps and Sh), he also has an ability value for each skill. Ability is basically a number between 0 and 1000 which is measuring the performance of the players in the recent time. If the ability of a player reaches 1000, he has a skill increase. When a player has a skill increase, his ability drops to about 300. 4.1.2 If a player's ability reaches 0, he will have a skill decrease. The ability will then be set to 300. 4.1.3 There are many opportunities for an ability being increased or decreased during the game. The number of points added or deducted for each event can be defined by each league for itself. Below is the list of "events" for which ability is changed: 4.1.4 Goal: A player will get an ability increase for each scored goal. 4.1.5 Assist: A player will get an ability increase for each goal he assisted. 4.1.6 Ktk, Kps, Sht_On, Sht_Off: A player will get an ability increase for each key tackle, key pass, or shot (on or off target) to goal he will take. These bonuses are usually much lower than the bonuses for goal and assist. 4.1.7 Save: The goalkeeper will receive ability points for each save he makes in the game. 4.1.8 Clean sheet: If a team doesn't concede a goal during the game, the goalkeeper and one of the defenders will receive an ability increase. If the goalkeeper was substituted during the game, the goalkeeper who played more will get the ability increase. The defender will be chosen in random. 4.1.9 Victory: If a team wins the game, two of its players will be given an ability increase. The two players are chosen randomly. 4.1.10 Defeat: It is the only case when ability points are decreased. If a team loses a game, two of its players lose ability points. These players are chosen randomly. Note: For more flexibility, the number of ability points increased/decreased can be changed by the league administrator to fit the needs of his particular league. 4.2 PLAYER'S FATIGUE -------------------- 4.2.1 It is natural that soccer players are getting tired during the game. All players are getting tired, some less, some more. This fatigue always affects a player's way of playing. Close to the end of the game, a player will have much less ability for long runs than in the beginning. The feature of fatigue is also included in ESMS. Each minute, the program multiplyes each player's actual skills by a small coefficient. Until the end of the game, fatigue is accumulated and the player plays at approximately 70 - 75 percent of his starting skill. This is why it is highly recommended to substitute players during the game, to bring some "fresh feet" to your team. 4.3 PLAYER AGGRESSION AND TEAM AGGRESSION ----------------------------------------- 4.3.1 As you already know from paragraph 2.1.8, each player in ESMS has an aggression level. The aggression is a number which ranges from 1 to 100 and it is not changed during the player's career. The more aggressive player will make more fouls, which might lead to bookings or even suspensions. 4.3.2 During the game, the program calculates the total aggression of a team each minute. The total aggression has two sides: On one hand, it adds the team some aspect of "more will to play" and the more aggressive team plays better than the less aggressive team (however the differense is very small). On the other hand, the more aggressive team will make more fouls which may result in penalties and bookings for its players. Note: Generally, the aggression is a "negative" skill of the player and a team. The less aggressive player is better. However all this is much less significant than the 4 skills of the player. 4.4 FOULS, BOOKINGS, AND DP'S ----------------------------- 4.4.1 During the game, each team usually makes a lot of fouls, most of them are unsignificant, just to stop the attack of the opponent. Fouls is an important feature included in ESMS and they might lead to many possible consequences. The program takes care only of the "serious" fouls, which deserve a warning or a card shown to the player. 4.4.2 For some of the fouls the players will receive yellow cards. 4.4.3 Two yellow cards in the same game or a red card shown to the player cause his sending off the pitch, and will leave his team with one player less. If a goalkeeper gets a red card, the program will automatically replace him with the most suitable player, which will cause a player less in other part of the field. 4.4.4 Disciplinary points are included in ESMS as well. A player receives a certain amount of DP for a yellow cards and another for red cards. The number of DP's for each card can be defined by each league for itself. These DP's, when accumulate can cause to a player's suspension. The exact numbers for that can be set by each league for its best use. Note: The default in ESMS is 4 DP for a yellow card and 10 DP for a red card. When a player reaches a total of 10 DP he will suspended for one game, when he reaches 20 DP, for two games and so on. 4.5 SUSPENSIONS --------------- 4.5.1 As was said in the previous section, accumulation of disciplinary points can lead to a suspension of the player for the certain amount of games. If you look at the "Sus" column in the team roster you will see there for how many games the player is currently suspended. The league runner will have a special program to take care that this number will be decreased by 1 after each game, so the manager will always see how many games can't the player play. 4.6 PENALTIES ------------- 4.6.1 Some of the fouls may cause a penalty kick for the opposite team. The penalty kick will be taken by the named primary PK taker in the team sheet. If the player is unavailable in that moment, being substituted or suspended before, the program will assign another player to take the spot kick. 4.7 INJURIES ------------ 4.7.1 During the game, there is always a chance that a player will get injured. If a player in ESMS gets injured, the program will substitute him for another player on his position from the bench. If there will be no player on his position on the bench, the program will find any other substitute for the player. If by the time the injury occured the team already had 3 substitutions, the player will leave the field and the team will remain with one player less. 4.7.2 A player gets injured for a certain amount of weeks. This is not defined by the game running program itself, but by the updating program the league administrator will use to update the rosters. After the update, in the "Inj" column of the player will appear the number of WEEKS the player can't play. The league administrator will use a special updating program to decrease this number by 1 each week, so after the update the manager will see for how many more weeks can't his player play. 4.8 KEEPING A LARGE SQUAD ------------------------- 4.8.1 It is highly recommended for each manager to keep a large squad of players. As you saw in the last sections, a player can get injured or suspended for several games or weeks, players also get tired during the game and need to be substituted. These are the problems the manager of real soccer team has to handle every game. Having a small squad can cause you a lot of trouble in running your team. 4.9 PLAYER'S AGE ---------------- 4.9.1 Each player in ESMS has an age. The program doesn't really need this value for anything, it is just for statistics. Each league will set its own rules for the ages. Some examples of uses are: A player is getting older by a year after the end of each season; When the player reaches the age of 35 he retires; Young players (under the age of 20) get automatic skill increases at the end of each season... etc. 4.10 HOME BONUS --------------- 4.10.1 When a team plays at its home ground, it has an advantage over the opponent. The players know their ground better and the crowd is supporting. Hence there is an indepentent home bonus in ESMS, which can be defined by each league for itself. It means that if two absolutely even teams, with the same skill players, same formations and tactict, the home team has more chanses to win the game. (The addition is relatively small, though) ***************************************************** ****** Section 5: The commentary file in ESMS ****** ***************************************************** 5.0 COMMENTARY FILE NAME ------------------------ 5.0.1 For the comfort of the league administrator and the manager, the commentary file game consists of the names of the playing teams. For example if juv and bar played the game, the commentary file will be called juv_bar.txt Another file will be created from that game, which is needed only to the updating program. 5.1 WHAT DOES A COMMENTARY FILE INCLUDE ? ----------------------------------------- 5.1.1 A commentary file mostly includes commentaries (Duh !) for the game. If you open a comm. file, you will see the minute on the left side and the event on the right side. The comm. file includes lots of different phrases for different events, just like in Championship Manager. Therefore it is very interesting to be read line by line, not knowing what is written on the next line and feel the "tension" of a real game. 5.1.2 In the end of the commentary file, you will see the game statistical summaries for each team. How many minutes each player played, how many goals scored, assisted etc. You will also find there the change of ability points as a result of the game. 5.1.3 Commentaries are custom: there is a special data file containing all legal commentary lines in ESMS. Each league can modify this file for its own needs. 5.1.4 As I said in the last paragraph, an administrator can freely change the commentaries data file of his league and even translate it to an other language. As a matter of fact, various international versions of ESMS exist, such as Spanish, Italian, Latvian, Dutch and more.. ----------------------------------- Eli Bendersky: spur@cyberdude.com